[tests] test-cogl-viewport tests semantics of over/under size viewports

Unlike OpenGL Cogl puts the origin of windows/viewports at the top left
instead of bottom left.  This test verifies that we correctly translate Cogl
viewports to OpenGL viewports for the awkward cases where the given viewport
has an offset and/or the viewport has a different size to the current draw
buffer.
This commit is contained in:
Robert Bragg 2009-10-21 16:06:43 +01:00
parent bc24190b9a
commit 369e68630d
3 changed files with 420 additions and 0 deletions

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@ -36,6 +36,7 @@ test_conformance_SOURCES = \
test-group.c \
test-actor-size.c \
test-texture-fbo.c \
test-cogl-viewport.c \
$(NULL)
# For convenience, this provides a way to easily run individual unit tests:

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@ -0,0 +1,417 @@
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "test-conform-common.h"
#define RED 0
#define GREEN 1
#define BLUE 2
#define ALPHA 3
#define DRAW_BUFFER_WIDTH 640
#define DRAW_BUFFER_HEIGHT 480
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
static void
assert_region_color (int x,
int y,
int width,
int height,
guint8 red,
guint8 green,
guint8 blue,
guint8 alpha)
{
guint8 *data = g_malloc0 (width * height * 4);
cogl_read_pixels (x, y, width, height,
COGL_READ_PIXELS_COLOR_BUFFER,
COGL_PIXEL_FORMAT_RGBA_8888,
data);
for (y = 0; y < height; y++)
for (x = 0; x < width; x++)
{
guint8 *pixel = &data[y*width*4 + x*4];
#if 1
g_assert (pixel[RED] == red &&
pixel[GREEN] == green &&
pixel[BLUE] == blue &&
pixel[ALPHA] == alpha);
#endif
}
g_free (data);
}
static void
assert_rectangle_color_and_black_border (int x,
int y,
int width,
int height,
guint8 red,
guint8 green,
guint8 blue)
{
/* check the rectangle itself... */
assert_region_color (x, y, width, height, red, green, blue, 0xff);
/* black to left of the rectangle */
assert_region_color (x-10, y-10, 10, height+20, 0x00, 0x00, 0x00, 0xff);
/* black to right of the rectangle */
assert_region_color (x+width, y-10, 10, height+20, 0x00, 0x00, 0x00, 0xff);
/* black above the rectangle */
assert_region_color (x-10, y-10, width+20, 10, 0x00, 0x00, 0x00, 0xff);
/* and black below the rectangle */
assert_region_color (x-10, y+height, width+20, 10, 0x00, 0x00, 0x00, 0xff);
}
static void
on_paint (ClutterActor *actor, void *state)
{
float saved_viewport[4];
CoglMatrix saved_projection;
CoglMatrix projection;
CoglMatrix modelview;
guchar *data;
CoglHandle tex;
CoglHandle offscreen;
CoglColor black;
float x0;
float y0;
float width;
float height;
/* for clearing the offscreen draw buffer to black... */
cogl_color_set_from_4ub (&black, 0x00, 0x00, 0x00, 0xff);
cogl_get_viewport (saved_viewport);
cogl_get_projection_matrix (&saved_projection);
cogl_push_matrix ();
cogl_matrix_init_identity (&projection);
cogl_matrix_init_identity (&modelview);
cogl_set_projection_matrix (&projection);
cogl_set_modelview_matrix (&modelview);
/* - Create a 100x200 viewport (i.e. smaller than the onscreen draw buffer)
* and position it a (20, 10) inside the draw buffer.
* - Fill the whole viewport with a purple rectangle
* - Verify that the draw buffer is black with a 100x200 purple rectangle at
* (20, 10)
*/
cogl_set_viewport (20, /* x */
10, /* y */
100, /* width */
200); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
/* fill the viewport with purple.. */
cogl_set_source_color4ub (0xff, 0x00, 0xff, 0xff);
cogl_rectangle (-1, 1, 1, -1);
assert_rectangle_color_and_black_border (20, 10, 100, 200,
0xff, 0x00, 0xff);
/* - Create a viewport twice the size of the onscreen draw buffer with
* a negative offset positioning it at (-20, -10) relative to the
* buffer itself.
* - Draw a 100x200 green rectangle at (40, 20) within the viewport (which
* is (20, 10) within the draw buffer)
* - Verify that the draw buffer is black with a 100x200 green rectangle at
* (20, 10)
*/
cogl_set_viewport (-20, /* x */
-10, /* y */
DRAW_BUFFER_WIDTH * 2, /* width */
DRAW_BUFFER_HEIGHT * 2); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
/* draw a 100x200 green rectangle offset into the viewport such that its
* top left corner should be found at (20, 10) in the offscreen buffer */
/* (offset 40 pixels right from the left of the viewport) */
x0 = -1.0f + (1.0f / DRAW_BUFFER_WIDTH) * 40.f;
/* (offset 20 pixels down from the top of the viewport) */
y0 = 1.0f - (1.0f / DRAW_BUFFER_HEIGHT) * 20.0f;
width = (1.0f / DRAW_BUFFER_WIDTH) * 100;
height = (1.0f / DRAW_BUFFER_HEIGHT) * 200;
cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
cogl_rectangle (x0, y0, x0 + width, y0 - height);
assert_rectangle_color_and_black_border (20, 10, 100, 200,
0x00, 0xff, 0x00);
/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
* buffer.
* - Push a 100x200 window space clip rectangle at (20, 10)
* - Fill the whole viewport with a blue rectangle
* - Verify that the draw buffer is black with a 100x200 blue rectangle at
* (20, 10)
*/
cogl_set_viewport (20, /* x */
10, /* y */
200, /* width */
400); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
cogl_clip_push_window_rect (20, 10, 100, 200);
/* fill the viewport with blue.. */
cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
cogl_rectangle (-1, 1, 1, -1);
cogl_clip_pop ();
assert_rectangle_color_and_black_border (20, 10, 100, 200,
0x00, 0x00, 0xff);
/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
* buffer.
* - Push a 100x200 model space clip rectangle at (20, 10) in the viewport
* (i.e. (40, 20) inside the draw buffer)
* - Fill the whole viewport with a green rectangle
* - Verify that the draw buffer is black with a 100x200 green rectangle at
* (40, 20)
*/
cogl_set_viewport (20, /* x */
10, /* y */
200, /* width */
400); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
/* figure out where to position our clip rectangle in model space
* coordinates... */
/* (offset 40 pixels right from the left of the viewport) */
x0 = -1.0f + (2.0f / 200) * 20.f;
/* (offset 20 pixels down from the top of the viewport) */
y0 = 1.0f - (2.0f / 400) * 10.0f;
width = (2.0f / 200) * 100;
height = (2.0f / 400) * 200;
/* add the clip rectangle... */
cogl_push_matrix ();
cogl_translate (x0 + (width/2.0), y0 - (height/2.0), 0);
/* XXX: Rotate just enough to stop Cogl from converting our model space
* rectangle into a window space rectangle.. */
cogl_rotate (0.1, 0, 0, 1);
cogl_clip_push (-(width/2.0), -(height/2.0), width, height);
cogl_pop_matrix ();
/* fill the viewport with green.. */
cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
cogl_rectangle (-1, 1, 1, -1);
cogl_clip_pop ();
assert_rectangle_color_and_black_border (40, 20, 100, 200,
0x00, 0xff, 0x00);
/* Set the viewport to something specific so we can verify that it gets
* restored after we are done testing with an offscreen draw buffer... */
cogl_set_viewport (20, 10, 100, 200);
/*
* Next test offscreen drawing...
*/
cogl_push_draw_buffer ();
data = g_malloc (DRAW_BUFFER_WIDTH * 4 * DRAW_BUFFER_HEIGHT);
tex = cogl_texture_new_from_data (DRAW_BUFFER_WIDTH, DRAW_BUFFER_HEIGHT,
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */
COGL_PIXEL_FORMAT_ANY, /* internal fmt */
DRAW_BUFFER_WIDTH * 4, /* rowstride */
data);
g_free (data);
offscreen = cogl_offscreen_new_to_texture (tex);
cogl_set_draw_buffer (0 /* unused */, offscreen);
/* - Create a 100x200 viewport (i.e. smaller than the offscreen draw buffer)
* and position it a (20, 10) inside the draw buffer.
* - Fill the whole viewport with a blue rectangle
* - Verify that the draw buffer is black with a 100x200 blue rectangle at
* (20, 10)
*/
cogl_set_viewport (20, /* x */
10, /* y */
100, /* width */
200); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
/* fill the viewport with blue.. */
cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
cogl_rectangle (-1, 1, 1, -1);
assert_rectangle_color_and_black_border (20, 10, 100, 200,
0x00, 0x00, 0xff);
/* - Create a viewport twice the size of the offscreen draw buffer with
* a negative offset positioning it at (-20, -10) relative to the
* buffer itself.
* - Draw a 100x200 red rectangle at (40, 20) within the viewport (which
* is (20, 10) within the draw buffer)
* - Verify that the draw buffer is black with a 100x200 red rectangle at
* (20, 10)
*/
cogl_set_viewport (-20, /* x */
-10, /* y */
DRAW_BUFFER_WIDTH * 2, /* width */
DRAW_BUFFER_HEIGHT * 2); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
/* draw a 100x200 red rectangle offset into the viewport such that its
* top left corner should be found at (20, 10) in the offscreen buffer */
/* (offset 40 pixels right from the left of the viewport) */
x0 = -1.0f + (1.0f / DRAW_BUFFER_WIDTH) * 40.f;
/* (offset 20 pixels down from the top of the viewport) */
y0 = 1.0f - (1.0f / DRAW_BUFFER_HEIGHT) * 20.0f;
width = (1.0f / DRAW_BUFFER_WIDTH) * 100;
height = (1.0f / DRAW_BUFFER_HEIGHT) * 200;
cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
cogl_rectangle (x0, y0, x0 + width, y0 - height);
assert_rectangle_color_and_black_border (20, 10, 100, 200,
0xff, 0x00, 0x00);
/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
* buffer.
* - Push a 100x200 window space clip rectangle at (20, 10)
* - Fill the whole viewport with a blue rectangle
* - Verify that the draw buffer is black with a 100x200 blue rectangle at
* (20, 10)
*/
cogl_set_viewport (20, /* x */
10, /* y */
200, /* width */
400); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
cogl_clip_push_window_rect (20, 10, 100, 200);
/* fill the viewport with blue.. */
cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
cogl_rectangle (-1, 1, 1, -1);
cogl_clip_pop ();
assert_rectangle_color_and_black_border (20, 10, 100, 200,
0x00, 0x00, 0xff);
/* - Create a 200x400 viewport and position it a (20, 10) inside the draw
* buffer.
* - Push a 100x200 model space clip rectangle at (20, 10) in the viewport
* (i.e. (40, 20) inside the draw buffer)
* - Fill the whole viewport with a green rectangle
* - Verify that the draw buffer is black with a 100x200 green rectangle at
* (40, 20)
*/
cogl_set_viewport (20, /* x */
10, /* y */
200, /* width */
400); /* height */
/* clear everything... */
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
/* figure out where to position our clip rectangle in model space
* coordinates... */
/* (offset 40 pixels right from the left of the viewport) */
x0 = -1.0f + (2.0f / 200) * 20.f;
/* (offset 20 pixels down from the top of the viewport) */
y0 = 1.0f - (2.0f / 400) * 10.0f;
width = (2.0f / 200) * 100;
height = (2.0f / 400) * 200;
/* add the clip rectangle... */
cogl_push_matrix ();
cogl_translate (x0 + (width/2.0), y0 - (height/2.0), 0);
/* XXX: Rotate just enough to stop Cogl from converting our model space
* rectangle into a window space rectangle.. */
cogl_rotate (0.1, 0, 0, 1);
cogl_clip_push (-(width/2.0), -(height/2.0), width, height);
cogl_pop_matrix ();
/* fill the viewport with green.. */
cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
cogl_rectangle (-1, 1, 1, -1);
cogl_clip_pop ();
assert_rectangle_color_and_black_border (40, 20, 100, 200,
0x00, 0xff, 0x00);
/* Set the viewport to something obscure to verify that it gets
* replace when we switch back to the onscreen draw buffer... */
cogl_set_viewport (0, 0, 10, 10);
cogl_pop_draw_buffer ();
cogl_handle_unref (offscreen);
/*
* Verify that the previous onscreen draw buffer's viewport was restored
* by drawing a white rectangle across the whole viewport. This should
* draw a 100x200 rectangle at (20,10) relative to the onscreen draw
* buffer...
*/
cogl_clear (&black, COGL_BUFFER_BIT_COLOR);
cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
cogl_rectangle (-1, 1, 1, -1);
assert_rectangle_color_and_black_border (20, 10, 100, 200,
0xff, 0xff, 0xff);
/* Uncomment to display the last contents of the offscreen draw buffer */
#if 1
cogl_matrix_init_identity (&projection);
cogl_matrix_init_identity (&modelview);
cogl_set_viewport (0, 0, DRAW_BUFFER_WIDTH, DRAW_BUFFER_HEIGHT);
cogl_set_projection_matrix (&projection);
cogl_set_modelview_matrix (&modelview);
cogl_set_source_texture (tex);
cogl_rectangle (-1, 1, 1, -1);
#endif
cogl_handle_unref (tex);
/* Finally restore the stage's original state... */
cogl_pop_matrix ();
cogl_set_projection_matrix (&saved_projection);
cogl_set_viewport (saved_viewport[0], saved_viewport[1],
saved_viewport[2], saved_viewport[3]);
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_cogl_viewport (TestConformSimpleFixture *fixture,
gconstpointer data)
{
guint idle_source;
ClutterActor *stage;
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
clutter_actor_set_size (stage, DRAW_BUFFER_WIDTH, DRAW_BUFFER_HEIGHT);
/* We force continuous redrawing of the stage, since we need to skip
* the first few frames, and we wont be doing anything else that
* will trigger redrawing. */
idle_source = g_idle_add (queue_redraw, stage);
g_signal_connect_after (stage, "paint", G_CALLBACK (on_paint), NULL);
clutter_actor_show (stage);
clutter_main ();
g_source_remove (idle_source);
/* Remove all of the actors from the stage */
clutter_container_foreach (CLUTTER_CONTAINER (stage),
(ClutterCallback) clutter_actor_destroy,
NULL);
if (g_test_verbose ())
g_print ("OK\n");
}

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@ -175,5 +175,7 @@ main (int argc, char **argv)
TEST_CONFORM_SIMPLE ("/sizing", test_fixed_size);
TEST_CONFORM_SIMPLE ("/sizing", test_preferred_size);
TEST_CONFORM_SIMPLE ("/cogl", test_cogl_viewport);
return g_test_run ();
}